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681. End to kill stealing: Give kill counts to most damage. - in Feedback/Requests [original thread]
Lightning35 Delta514 wrote: No. This is a team game, not a solo player. Yes it's sometimes annoying, but deal with it. Not really a matter of dealing with it. I think you are missing the point behind adding a "Final Blow" reward. I'll use ...
- by Kain Spero - at 2015.01.15 12:00:00
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682. End to kill stealing: Give kill counts to most damage. - in Feedback/Requests [original thread]
Jonny D Buelle wrote: Kain Spero wrote: Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets. Player that lands a kill shot ...
- by Kain Spero - at 2015.01.15 11:11:00
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683. End to kill stealing: Give kill counts to most damage. - in Feedback/Requests [original thread]
Change the kill and assist logic to give the kill and kill WP to the player that causes the most damage to a target. This would apply to infantry, vehicles, and turrets. Player that lands a kill shot gets an assist and a new "final blow" wp reward.
- by Kain Spero - at 2015.01.15 10:54:00
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684. Announcement:Announcing new Officer Dropsuits and Sdearms! - in Announcement and Events [original thread]
That Amarr commando....want.
- by Kain Spero - at 2015.01.15 09:24:00
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685. @CCP: How the hell... - in DUST 514 Fiction [original thread]
MINA Longstrike wrote: Doing some reading for the theoretical production of our own clones (could explain why payouts are so low in isk, as we also receive a substantial bit of biomass as payment). Titans can carry 75 jump clones, as part of th...
- by Kain Spero - at 2015.01.15 08:55:00
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686. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
voidfaction wrote: Player retention is not going to go up if noobs are slaughtered over and over in pubs by proto players Vets and proto stompers make fun and laugh about getting players to quit. They do not care about player retention. If tho...
- by Kain Spero - at 2015.01.15 08:32:00
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687. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
voidfaction wrote: Vitantur Nothus wrote: @ Voidfaction There's no reason to put words in Atiim's mouth. Doing so is neither fair nor is it constructive. We'd do well to hear him out so we can better understand his concerns and counterpoint...
- by Kain Spero - at 2015.01.15 06:40:00
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688. market unavailable - in Technical Support/Bugs [original thread]
Doyle Reese wrote: Jack McReady wrote: CCP FoxFour wrote: All should be fixed. as someone else already mentioned, the loyalty store is not available (empty aka "no data found") says "No Data Found" in the marketplace, but I can confi...
- by Kain Spero - at 2015.01.15 05:04:00
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689. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
Atiim wrote: CCP Rattati wrote: I like it, but the 18 man requirement will reduce performance. Well at this point a performance reduction would be bad, but is it possible to implement the idea with the current team sizes? Again that...
- by Kain Spero - at 2015.01.15 04:55:00
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690. @CCP: How the hell... - in DUST 514 Fiction [original thread]
I think simply you just have the understanding that there are different classes of barges. AKA Merc barges and Corp Barges.
- by Kain Spero - at 2015.01.15 04:36:00
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691. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
Echo 1991 wrote: Kain Spero wrote: Echo 1991 wrote: killertojo42 wrote: Oh and by the way i run a FW squad and we need to do pubs often to keep doing FW, my isk wallet isn't set to unlimited, I'm not screwing friend 5 and 6 on our isk ...
- by Kain Spero - at 2015.01.15 02:49:00
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692. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
Echo 1991 wrote: killertojo42 wrote: Oh and by the way i run a FW squad and we need to do pubs often to keep doing FW, my isk wallet isn't set to unlimited, I'm not screwing friend 5 and 6 on our isk grinds so this would be a deal breaker on...
- by Kain Spero - at 2015.01.14 23:20:00
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693. Solution to PC District Timers - Because Fixed Timers Suck - in Feedback/Requests [original thread]
I really do like this idea. I understand some criticism about complexity, but in effect it's simply if you aren't active in-game at the timers you set then your districts become more and more vulnerable and also don't produce resources.
- by Kain Spero - at 2015.01.14 23:07:00
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694. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
Seems reasonable enough. Only issue I see is what UI may be needed to explain what could be a crazy wait time for a battleforce going against another one in public matches. Battleforce leader selects deploy to pubs prompt comes up: "Wait times f...
- by Kain Spero - at 2015.01.14 12:29:00
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695. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
xAckie wrote: CCP Rattati wrote: Thanks everyone, I have requested technical evaluation of the following features: 1)Is it possible to seed Domination modes into the FW rotation Many of us don't like this game mode . Please let us unt...
- by Kain Spero - at 2015.01.14 10:53:00
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696. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
So.... many... badly formatted quotes..... the pain
- by Kain Spero - at 2015.01.14 07:07:00
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697. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
SirManBoy wrote: 4. FW stores don't have all of the gear that you need, especially if you are a loyalist. 5. How perfect does the matchmaking have to be before I can deploy into a match? Will my 8-man squad or 16-man platoon be forced to wait ...
- by Kain Spero - at 2015.01.13 23:46:00
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698. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
Bright Cloud wrote: Sure reduce squad size to 4 for normal pubs but i demand that you increase it to 16 for FW. In for a penny, in for a pound. As long as we could get at least 8 man squads in FW and still q-sync like we do now I'd be super...
- by Kain Spero - at 2015.01.13 23:08:00
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699. [Suggestion] Reduce Squad Size - in Feedback/Requests [original thread]
I have to agree with some of the sentiments like Buwaro. Letting pubs be for more protected play (smaller squads) and then letting the gloves come off in FW seems to just make sense. If 4 man squads can improve matchmaking for pubs and improve th...
- by Kain Spero - at 2015.01.13 15:45:00
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700. market unavailable - in Technical Support/Bugs [original thread]
CCP FoxFour wrote: All should be fixed. A wild FoxFour appears!
- by Kain Spero - at 2015.01.13 14:47:00
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